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- Newsgroups: alt.pub.dragons-inn
- Path: sparky!uunet!usc!cheshire.oxy.edu!wolf
- From: wolf@cheshire.oxy.edu (Clinton Richard Wolf)
- Subject: ADMIN: Bestiary of the Known Lands
- Message-ID: <1992Nov24.032229.21667@cheshire.oxy.edu>
- Summary: Beast your eyes on this! : )
- Organization: Occidental College, Los Angeles, CA 90041 USA.
- Date: Tue, 24 Nov 1992 03:22:29 GMT
- Lines: 575
-
- Nuthin' new... *yawn* ... 'j' time :)
-
-
-
- -----------------------------
- | BESTIARY OF THE KNOWN LANDS |
- -----------------------------
-
- Being a compilation of nasty
- beasties for use in your APDI
- postings...
-
-
- Name: Ano
- Description: A race of centaur-like people who inhabit the Running
- Lands, the Ano have the feet of a large cat, the body of
- a horse and the torso of a human. Their hair runs down
- their spine to the fur covering the lower torso, and
- resembles a mane. The deeper into the Running Lands, the
- more peaceful and native the Ano. Attitudes vary from
- tribe to tribe, but the most noticeable difference is in
- the Ano who live near the border of the Running Lands,
- where the humans (called two-leggers) and the Ano are
- engaged in a dispute over land rights. The Ano feel the
- farmers and shepherds are encroaching on their hunting
- grounds and driving the Lees, a species of antelope-like
- animals hunted by the Ano, deeper into the steppes where
- the various tribes attempt to not overrun each others
- territory. The farmers and shepards feel the land is
- underutilized. Communication is poor because Ano (the
- language) is difficult to learn and Common is hard for
- the Ano to mouth. A truce was recently established by a
- two-legger who spoke fluent Ano, but the peace is an
- uneasy one.
- Geographic Range: The Running Lands, distant (way WAY far) southeast
- portion of the continent.
- General Attitude: Peaceable, unless provoked
- Created by: Kelly J. Cooper (kjc@cs.rutgers.edu)
- Availability: E-mail creator before using
-
-
- Name: Bolas
- Description: Small fuzzy animals with rat-like faces and retractable claws,
- Bolas are usually light brown or yellow in color, and travel
- in packs of about 5-50 individuals. Bolas have three stages of
- life they they go through. The first is that of youth, where
- they are given the term 'Hyper-bolas' due to their extremely
- active metabolisms and general skittishness. Eventually, these
- young Bolas calm down and choose a mate, moving on to the sec-
- ond stage. The mated creatures are referred to as 'Pair-a-bolas,'
- and share a psychic link which increases their effective intel-
- ligence and capabilities. Finally, in the later stages of their
- lives, they are simply known as Bolas... that is until Chris can
- think up another awful pun and get it to work.
- Geographic Range: The Forests of the Known Lands
- General Attitude: Curious
- Created by: Christopher M. Steiner (csteiner@oucsace.cs.ohiou.edu)
- Availability: General
-
-
- Name: Deathwalker
- Description: Deathwalkwers are animated corpses, zombie-like and
- devoid of any true intelligence. Deathwalkers can
- act upon a set of simple instructions... more com-
- plex orders only confuse them. They are created by
- evil priests and mages to do their bidding. Normal
- weapons do little damage to these monstrosities, but
- the ritual that gives them life also dries out their
- skin, making them vulnerable to flame. These creat-
- ures attack by bludgeoning or strangling their op-
- ponents with their great strength, which belies
- their withered appearance. They smell strongly of
- strange chemicals and decay.
- Rameshanders, in particular, are known to make use
- of these creatures as guards and enforcers.
- Geographic Range: Any
- General Attitude: Mindless, Violent
- Created by: Andrew J. Solberg (caz@owlnet.rice.edu)
- Availability: General
-
-
- Name: Denizar
- Description: A race of dwarves leading squalid lives in the sew-
- ers and Gaps of Generica.
- Geographic Range: The sewers and Gaps of Generica.
- General Attitude: Unknown
- Created by: Jaxman (real name unknown)
- Availability: General until mailed otherwise
-
-
- Name: Draga
- Description: Dragas are large, lion-like humanoids. They are
- plains dwellers, descended from the hunters of the
- savannahs, who make their living herding Ox-like
- creatures called Grahmas. Dragas grow up to seven
- feet tall and sport claws, fangs, and a spiked
- tail; they are quite strong, but their main asset is
- speed and agility -- they are as spry on their feet
- as the hunting cats they descend from. Dragas are
- not stupid, but they have a reputation for being
- impulsive, and gullible country boys besides.
- Despite their fierce appearances, Dragas are
- actually quite peaceful.
- Geographic Range: The plains of Drotshava, on the Dark Continent
- General Attitude: Peaceful
- Created by: Daniel Steven Reinker (dementia@cheshire.oxy.edu)
- Availability: General
-
-
- Name: Drist
- Description: A race of reptilian humanoids, often exceeding seven
- feet in height; their coloring ranges from a deep
- orange-red to a faded tan. Their heads resemble
- those of prehistoric ceratopsians, with a single
- horn protruding above the nostrils. They are quite
- intelligent, and many are versed in the ways of mag-
- ic.
- Geographic Range: The northern deserts of the Dark Continent
- General Attitude: Peaceful
- Created by: Brian Diantonio (bdianton@cs.ulowell.edu)
- Availability: General (since BD is no longer with us...)
-
-
- Name: Dusk Elves
- Description: Imagine a race of arrogant immortals, xenophobic beyond belief.
- The elves of the forest of Duskwood have built an empire which
- has only recently (in the last two centuries) begun to decay.
- With the establishment of the Council of Elders after the great
- Duskwood-Dunlith war a century ago, they have come to be ruled by
- their respective noble "families" and have adopted a decadent
- form of ancestor worship.
- Geographic Range: Forest of Duskwood
- General Attitude: Arrogant, see other races as animals for their pleasure
- Created by: Jeff Barnes (barnejd@wkuvx1.bitnet)
- Availibilty: E-mail creator before using
-
-
- Name: Gypsies (Characo)
- Description: These gypsies are a culture of nomadic, highly
- religious humans who occupy Hyrexes' Battle-
- ground in Generica. They are scrupulously honest,
- with a highly organized society and set of laws,
- and permit no crime within their walls. Visitors
- are welcome to the Battleground during the day, but
- when night comes all outsiders must leave the com-
- pound. The Characo Gypsies provide many services for
- Generica, including honest gambling, moneylending,
- and various arts and crafts. The Gypsies are a color-
- ful, musical folk, who are friendly and industrious
- but who like to keep to themselves. In particular,
- the Gypsies are very tight-lipped about their re-
- ligion.
- Geographic Range: Hyrexes' Battleground in Generica
- General Attitude: Peaceful, Solitary
- Created by: Andrew J. Solberg (caz@owlnet.rice.edu)
- Availability: HANDS OFF
-
-
- Name: Karalia
- Description: A race of felines, resembling humanoid snow leopards in appear-
- ance. The typical Karalia stands a bit over six feet in height
- and is covered in thick, soft fur of purest white. Their combin-
- ation of strength, speed, and agility makes them some of the
- most formidable hunters of the Known Lands.
- Karalia society is composed of a rigid caste system, and class
- mobility is an almost foreign concept to their culture. Each Kar-
- alia is assigned a position at birth, and trained to assume their
- role. Those that fail, or have committed a crime or dishonorable
- act, are banished forever from the Karalia lands. It is these
- unfortunates that are usually encountered by the other races of
- the Known Lands, as the location of the Karalia homeland is a
- closely guarded secret. Those Karalia who have committed espec-
- ially dishonorable acts are sentenced to a 'death quest,' and
- will continually seek out powerful opponents to duel with, until
- they receive the death they seek. Karalia dress in pure white
- leathers, and for weaponry carry a scimitar and a heavy, clawed
- metal glove.
- Geographic Range: Outcasts are found roaming in every region of the Known
- Lands. The homeland's location is unknown.
- General Attitude: Reserved, Controlled, Honest.
- Created By: Cyan McWilliam (s924716@minyos.xx.rmit.oz.au)
- Availability: E-mail creator before using
-
-
- Name: Kymrath Leviathan
- Description: An amphibious relative of the octupus family, this beast can
- survive almost indefinitely on land. While slow moving, the
- creature can grow up to many times human size, and its large,
- sucker-equipped tentacles can easily reach across a room to
- ensnare prey and draw it into the Leviathan's crushing beak.
- Leviathans are always hungry, and will attack any living thing
- which intrudes into their lairs. If they are losing a battle,
- Leviathans will expel a cloud of noxious black ink which blinds
- and nauseates those attacking it, and then make its escape
- through a hidden exit from its lair. Leviathans will always
- have at least one such escape tunnel, and possibly many more.
- Most of the larger Leviathans encountered will be on land,
- kept and cared for by various beings and organizations which
- use them as guards in appropriate areas.
- Geographic Range: The coasts of the Known Lands
- General Attitude: HUNGRY!!
- Created by: Andrew J. Solberg (caz@owlnet.rice.edu). Entry submitted by: Alf-
- vaen (aaron@space.ualberta.ca)
- Availability: General
-
-
- Name: Lees
- Description: Small, four-legged herbivores resembling Earth's
- antelopes. However, these creatures give birth to
- litters, averaging five to six pups, instead of singular
- (or twin) births. They breed very quickly. The area
- maintains a fragile ecology, where the hunting of the
- Lees by the Ano keeps the population of the Lees limited
- so they don't overrun the steppes. Too many Lees could
- easily graze an area to death; too few Lees and the
- uncropped grasses won't grow as well, and the soil
- doesn't get what little nutrients it receives from the
- Lees' offal. The availability of the Lees also partially
- dictates the population of the Ano in the area. They are
- easily frightened and very fast, so hunting them takes a
- fair amount of skill.
- Geographic Range: The Running Lands
- General Attitude: extremely timid
- Created by: Kelly J. Cooper (kjc@cs.rutgers.edu)
- Availability: General
-
-
- Name: Loxorian
- Description: Loxorians are large, elephant-like humanoid war-
- riors. They are huge beings, standing nearly twelve
- feet tall at the shoulder and six feet across; there
- are few creatures that can match them for sheer phys-
- ical strength. These jungle warriors live for bat-
- tle; their culture has elevated war to an art form,
- in exclusion of all others. Most Loxorians fight
- with gigantic spears or greatswords, in addition to
- their stamping feet and menacing tusks. Loxorians
- prize bravery and loyalty above all else; once one
- has befriended a Loxorian, they have gained a true
- ally for the rest of their lives. Loxorians can live
- 200 years or more, but most die before this time due
- to their violent lifestyle.
- Geographic Range: The Dark Continent
- General Attitude: Warlike
- Created by: Andrew J. Solberg (caz@owlnet.rice.edu)
- Availability: General
-
-
- Name: Motherspawn
- Description: These horrors are the bastard 'offspring' of the Great Mother,
- of which Blade is an example. They exist only to carry out her
- will, which is generally detrimental to the mortal population
- of Generica. Motherspawn come in an endless variety of Sanity
- blasting shapes and sizes, and generally have the same consis-
- tency and color as Mother herself (Blade is a special case, not
- having come from Mother's body, but from her magic interacting
- with the muck of Generica's harbor) When not being used by Moth-
- er, they roam the ruins of the Shunned Center, preying on the
- brave and the foolish who enter that unholy place. They tend to
- strike from surprise to maximize the fear they create in their
- victims, and also love to stalk their prey before they move in
- for the kill, relishing the hunt.
- Geographic Range: The Shunned Center
- General Attitude: Noisome, hideous, nameless, horrific, evil, amoral, sadistic,
- soulless, merciless, alien, unfathomable, gruesome, oozing,
- tentacled, fanged, inhuman, bloody, repellent, etc. (Go ahead
- and fill in your favorite Lovecraft adjectives, folks ;) )
- Created by: Clinton Richard Wolf (wolf@cheshire.oxy.edu)
- Availability: General (but use discretion, please! I don't want a hundred of
- these things roaming the Town Square! :) )
-
-
- Name: Night Lizards
- Description: A race of large gecko-like lizards (approx. 1'5" in length) that
- were created by a frustrated mage when his summoning spells for
- a Familiar repeatedly failed. The result of his efforts has been
- both a nuisance and a boon ever since. Night Lizards, because of
- the peculiar purpose of their creation, will seek out and bond
- with any magic-wielding beings nearby, including Clerics and/or
- creatures with innate magical abilities. Once bonded, Night Liz-
- ards will forever follow their 'master', until he or they expire.
- Usually, it is the mage who expires first, since Night Lizards
- are almost impossible to kill. Their rubbery, wet skin does not
- burn well, and they regenerate quite quickly from any damage. It
- takes a long bath in strong acid to kill one of these creatures.
- Those who attempt to kill night lizards by hacking them apart are
- in for an even nastier surprise, as each severed segment will re-
- generate into a new lizard, which will of course then attach it-
- self to the nearest spellcaster (tales are told in Elturel of Ne-
- mocrates the Hapless, who foolishly cast a Blade Barrier spell on
- some lizards which were following him, and now is accompanied by
- a Night Lizard entourage of close to 300). Night Lizards can in
- some ways be beneficial to the mage they are bonded to. Although
- they are cowardly and will never attack someone, they do have a
- programmed urge to protect their master, and may fling themselves
- in the way of a potentially deadly sword blow (thus also ensuring
- the creation of at least one more lizard), or even cover the mage
- with their wet bodies if a Fireball were to strike close by. Also,
- Night Lizards possess excellent Night Vision, an ability which can
- sometimes be transferred to the being they have bonded with. But
- for all this, they are still extraordinary pests, as any mage who
- has tried to enter a city establishment with 52 lizards trailing
- behind him can attest to. Also, Night Lizards have an extraordi-
- nary appetite for healing magic of all kinds, from potions to
- herbs to even items! that they consume to mantain their regener-
- ative capabilities. Healing potions have become rare indeed in the
- Kingdom of Elturan, where huge swarms of these creatures roam the
- forests, eating all the healing herbs and plants in their sight.
- So far their numbers have been contained due to month-long 'Bathe
- a Lizard' campaigns in Elturan where mages are employed to lead
- the mindless creatures out of the forests and into huge cooking
- pots of acid... but soon the Lizards might spread, and who knows
- how many more might be created if they reached a land where their
- abilities are unknown?
- Geographic Range: The Forests of Elturan
- General Attitude: Instinctive, Mindless, Annoying
- Created by: Christopher M. Steiner (csteiner@oucsace.cs.ohiou.edu)
- Availability: General
-
-
- Name: Orc Dogs
- Description: Orc Dogs were originally bred by the Orcish tribes
- in an attempt to produce a strain of hostile, intel-
- ligent war dogs. The end result, large toothy mas-
- tiffs, was indeed vicious, powerful, and cunning,
- but lacked the necessary discipline for military
- use, and thus were sold off as guard dogs to owners
- who a) want a lethal deterrant to trespassers, and
- b) aren't into animal handling. Orc Dogs are pure
- carnivores which will not eat food that they did not
- kill themselves. They have no loyalties; anything
- moving is a potential meal. A number of these creat-
- ures have escaped domestication (usually through a
- messy end to their owners), and now roam the Low
- City in packs, attacking rats, cats, drunks, and
- lone or injured travellers.
- Geographic Range: The Low City
- General Attitude: Hostile
- Created by: Daniel Steven Reinker (dementia@cheshire.oxy.edu), entry
- submitted by Andrew J. Solberg (caz@owlnet.rice.edu)
- Availability: General
-
-
- Name: phu
- Description: The phu (never capitalized) are a race of smooth-skinned, hair-
- less humanoids, usually grey, although indivaiduals range from
- an albino white to a deep ebony coloring. phu of either sex dress
- alike, wearing shorts (no shirt) and a wide-brimmed hat, both
- woven from the pulp of plants. phu never wear shoes, as the soles
- of their feet are extremely tough, and their bodies seem equally
- comfortable in the freezing winds of the north and searing deserts
- along the equator. Travelling phu, known as trackers, carry sim-
- ple weapons as well, usually a spear or throwstick and a dagger
- made of obsidian or beaten metal.
- The phu are an ancient people in the Known Lands, but are not
- native to the plane of Nexus. Instead, they came here, as they
- claim, 'following the godslongpast' across bridges spanning many
- worlds. The phu were plentiful across every land mass of the Known
- Lands while the other races were still young. But as man, elf,
- drist, and lizardman became more 'civilized', the phu withdrew and
- dwindled, and now are only found in isolated valleys or on unchar-
- ted islands, gathering around natural wonders which they believe
- are the imprints of the godslongpast they seek.
- The phu possess a remarkable, though taxing ability to change
- their shape, and can interbreed successfully with any race, the
- child quickly assuming the form of the non-phu parent. Their
- tracking skills are also legendary. No creature in the Known Lands
- is their equal in this field. phu possess telepathy, and make
- use of a special ritual magic, in which they call forth the powers
- of the 'dream time' with music and dance, in order to replenish
- the lands around them.
- Geographic Range: When 'tracking', any. Otherwise, in isolated areas possessing
- unusual natural formations.
- General Attitude: Aloof, helpful, peaceful.
- Created by: Tim Huesman (tim@mik.uky.edu)
- Availability: E-mail creator before using
-
-
- Name: Rameshanders
- Description: A race of humans from the country of Rameshan, a de-
- sert land to the south of Generica. They are indus-
- trious diplomats and traders, who specialize in rare
- products such as spices, hardwoods, oils and balms,
- silks, carpets, and (most infamously) slaves. The
- culture and peoples of Rameshan can be compared to
- those of the Ottoman empire of the early Renaissance
- period. Whether slavers or not, Rameshanders have a
- reputation for unscrupulousness and greed.
- Geographic Range: Rameshan and major trading centers
- General Attitude: Greedy, Devious
- Created by: Dennis Brennan (djb6@midway.uchicago.edu)
- Availability: General
-
-
- Name: Scissormen
- Description: These extraplanar entities hail from the dimension of Orqwith,
- which has been described by reputed sages as "A very strange
- place..." Scissormen appear as faceless humanoids with scissors
- in place of hands, which they use as weapons. Their language is
- composed of seemingly random English words, and their motives,
- while inscrutable and nebulous, are always evil. Scissormen are
- known to be able to walk through walls and levitate, as well as
- being able to both sense and affect invisible and non-corporeal
- creatures. They may have other abilities, as well. Usually, sciss-
- ormen are only encountered as a result of being summoned by a
- mage or other powerful being. The only ones to have been encoun-
- tered in Generica recently were summoned by the mage Moriarty
- during an extremely destructive tavern brawl. It is unknown wheth-
- er this was an accident, or Moriarty knows of Orqwith and its
- strange inhabitants...
- Geographic Range: The Dimension of Orqwith
- General Attitude: Wierd, Evil
- Created by: Grant Morrison, an artist for the DC comic, Doom Patrol. Note that
- Scissormen are not an original creation of this group, but are in-
- cluded because I felt them to be obscure enough to warrant an en-
- try. Andrew J. Solberg (andsol@is.rice.edu) is responsible for
- bringing the Scissormen to Generica, but those of you who might
- be making books out of threads using them should be warned that
- copyrights may come into play...
- Availability: General (this group is non-profit :), so copyrights don't matter
- here! Use them at will...)
-
-
- Name: Shock Rat
- Description: Sages specializing in studying the variety of Nexic fauna
- often use shock rats as illustrative examples when discussing
- survival-of-the-species-through-mutation. A shock rat appears
- approximately the same size, color and mass as a large ordinary
- rat, but possess a talent which allows them to survive
- despite the agressive natures of the T-crocs and orc dogs, with
- which they compete for space in Generica's sewers. A shock
- rat is capable of discharging an electrical pulse or shock to
- any target in contact with its tail. This shock is powerful
- enough to stun a man (or T-croc), allowing time for many
- shock rats to overwhelm their prey and bite. Orc dogs appear
- to be immune to this shock attack (or are tough enough to
- ignore it). It is very unpleasant to be immersed in water
- in metal armour when many shock rats are near, as adventurers
- profess.
- Geographic Range: Generica's sewers, the Gaps, and the Underwurlde
- General Attutude: BZZT! Ouch! Vermin!
- Created By: Dennis Brennan
- Availability: General (Everyone should have one. Make great practical jokes!)
-
-
- Name: Tantoln Tree
- Description: Huge, oak-like trees, towing 20 to 50 meters in height, on the
- average. Tantoln trees only grow above vast underground complex-
- es such as dungeons, extending their roots into such catacombs
- to form a thick subterranean net. Tantoln trees are carnivorous,
- and when a living creature brushes against one of its roots, it
- will entangle the unfortunate victim and drain it of blood. Tan-
- toln trees always grow singly, with about a kilometer separating
- each individual tree. Thus, they stand out greatly from the aver-
- age. But aboveground they are no different looking or dangerous
- than any large tree you might encounter. A great forest of these
- trees blankets the Lands to the east of Generica, from the Mysty
- Mountains in the north to the marshes of the south, lending cree-
- dence to the rumors of a vast underground network in the area.
- Geographic Range: The Great Tantoln Forest
- General Attitude: Above ground: tree-like; below ground: hungry
- Created by: Jorma Pesonen (JPESONEN@viiki.helsinki.fi)
- Availability: General
-
-
- Name: Tunnel Crocodiles
- Description: Tunnel crocodiles, or 'T-Crocs', as they are com-
- monly known, are ordinary crocodiles which have ad-
- apted themselves to life in the sewers of Generica.
- T-Crocs have excellent night vision and tough hides,
- and move quite well on land as well as in water.
- Most importantly, T-Crocs are slightly smarter than
- their jungle ancestors; they have been known to co-
- operate, and hunt in large packs to bring down prey.
- T-Crocs hunt at night, and they dislike bright
- lights and large groups of people. They will eat
- nearly anything, but have a particular fondness for
- Denizar. The Denizar themselves have a fondness for
- T-Croc eggs, and thus they constantly battle and
- raid one another's territories. Most T-Crocs stay
- below ground all the time, but hungry or bold crocs
- will occasionally venture above ground to stalk prey.
- Geographic Range: The sewers of Generica
- General Attitude: Territorial, Hungry
- Created by: Andrew J. Solberg (caz@owlnet.rice.edu)
- Availabilty: General
-
-
- Name: Troll
- Description: The race of trolls found on Nexus appear much the same as
- human beings and have even adopted human dress. They are
- distinguished from people, however, by their deformities.
- Trolls' deformities differ from family to family and from
- troll to troll. Typical examples include Duke Elgar's
- deer-like antlers or the noted Troll priest Bicharundus,
- whose left arm is covered with gorilla-like fur. Trolls
- themselves find these deformities as repulsive as humans
- do, so many trolls have learned to disguise or conceal
- their deformities by dress or enchantment.
- Like their AD&D counterparts, Nexic trolls have remarkable
- regenerative talents, being able to re-bond or re-grow
- severed limbs. Many trolls also practice cannibalism,
- although those who associate most with the other races
- eschew this delicacy. Travelers and adventurers report the
- existence of a Troll nation, ruled by a king, but the loc-
- ation of this alleged state is disputed.
- Geographic Range: Any
- General Attitude: Any. Some trolls are "bad guys," others are not.
- Created By: Dennis Brennan (djb6@midway.uchicago.edu), although Nexic trolls
- are based on those found in Theresa Edgerton's fantasy novels.
- Availability: General
-
-
- Name: Twentlan
- Description: Tiny humanoids (about 10 to 20 cm in height) who inhabit the
- Great Tantoln Forest, making their homes and their livings
- within the huge trees. A single tree may contain from 1 to 5
- Twentlan cities, which may or may not be of the same nationality,
- and each tree community is largely autonomous from the others,
- although trade does exist between them. The Twentlan are also
- known as Squichiik, or 'squirrel-riders'. This is not incidental
- to the fact that they have domesticated squirrels as mounts and
- beasts-of-burden. They are a private people, and rarely venture
- among the 'Big Ones', as the call the larger races of the Known
- Lands, except in thimes of direst need.
- Geographic Range: The Great Tantoln Forest
- General Attitude: Cautious
- Created by: Jorma Pesonen (JPESONEN@viiki.helsinki.fi)
- Availability: E-mail creator before using
-
-
- Name: V'rixx
- Description: The V'rixx are an ancient if somewhat rare race of insect
- humanoids, interested mainly in trading, and possess an unpar-
- alleled talent for the mastery of languages. While highly intel-
- igent, V'rixx are physically weak, and possess no talent what-
- soever in the magical arts, a shortcoming they make up for with
- their great lust for magical baubles and trinkets.
- Geographic Range: Anywhere, but prefer warm climes.
- General Attitude: Usually cautious.
- Created by: Jeff Barnes (barnejd@wkuvx1.bitnet)
- Availibilty: General
-
- Name: Zril
- Description: The Zrilin are new to the Known Lands and Nexus and come from a
- world 'sealed' to other planes. Their magic is foreign, dark, and
- bloody, and they have conquered and raided many other worlds be-
- fore their arrival in Nexus. Each world the Zrilin choose to raid
- has some sort of valuable 'commodity' the Zrilin wish, be it mon-
- ey, luxuries, or... slaves...
- A Zril stands anywhere from 4'6" to 5'6" tall, with veinous pock-
- marked red skin, and one eye. The mouth of a Zril appears to be
- more a raw wound than a device for eating and speaking. A Zril can
- have many arms, from one to seven, but only the first arm of a
- is natural; any others have been grown through artificial means.
- A Zril's second arm is usually located in the center of its body,
- and is made up of a latticework of borrowed sinew, fingers, and
- nails. The 'bones' of this arm are made of black stone carved with
- odd runes, and it is this second arm the Zrilin use to create and
- control their dark magics.
- Zrilin never travel alone, always carrying with them an entourage
- of slaves from various worlds. The duties of such slaves are well-
- defined, and a Zril will not travel with more slaves than it feels
- are needed.
- The Zrilin are sexless, and their reproduction cycle is a topic
- of great secrecy at this time. Suffice it to say that it is
- is sorcerous in nature, and is the greatest abomination the Zril-
- ins' homeworld of Zatur has ever known...
- Geographic Range: Zatur and many other worlds across the multiverse.
- General Attitude: Diabolic, decadent, and barbaric.
- Created by: Timothy C. Huesman (tim@mik.uky.edu)
- Availability: General (until mailed otherwise)
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